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IdTech Hybrid Engine and Netcode Showcase

Started by oneofthe8devilz, September 22, 2015, 11:02:34 AM

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BielBdeLuna

is this port using the deferred renderer?



and also, the noise that affects the bluring on the shadows, could it be changed per frame? so it doesn't stay fixed in screenspace?

trebor

This stuff is based off my early shadow mapping experiments where I replaced the draw_exp path with some XreaL GLSL shadowmapping code.
It still supported the old ARB shaders for custom effects besides the GLSL path. However projected lights where broken and there was no cascased shadow mapping solution for sun lights.
I also implemented a deferred lighting path but it had bad texture filtering issues when objects had a big distance to other objects behind them.

oneofthe8devilz

#32
I recall we tested the deferred rendering with 200-300 moving non-shadow-casting lights and in that scenario the performance clearly benefited versus the traditional forward rendering...

Quote from: BielBdeLuna on September 24, 2015, 04:39:52 AM
and also, the noise that affects the bluring on the shadows, could it be changed per frame? so it doesn't stay fixed in screenspace?

Trebor actually already had implemented a Jitter-Randomization which is enabled by default but I disabled it on purpose because I prefer static noise for shadows which to me looks more natural compared to shadows that constantly randomize the jittering.

If I remember correctly, he has implemented the same toggle-ability for shadow filter/jitter randomization in his "RBDOOM-3-BFG" build.
I got six little friends and they all run faster than you ;)


Check out our mods at
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bkt

All these fancy effects.... as a designer, I love 'em. 

The main issue I always had with Sikkmod was the fact that they were never implemented into the the engine and thus ran slower.  My pipe dream would be for all of those effects plus deferred lighting/shadowmapping to be fully integrated into the engine code.  I'd definitely make another Doom3 level/mod if that happened :)


VGames

So if u take the gamex86.dll file and drop it into Sikkmod 1.2 everything will work fine? Except maybe some of the options in the sikkmod menu?
Get the latest on Perfected Doom 3 here - http://www.moddb.com/mods/perfected-doom-3-version-500

bkt

Quote from: VGames on September 24, 2015, 03:45:55 PM
So if u take the gamex86.dll file and drop it into Sikkmod 1.2 everything will work fine? Except maybe some of the options in the sikkmod menu?
Absolutely not.

Sikkmod uses the dll for some features.

VGames

So what wouldnt be compatible graphics wise?
Get the latest on Perfected Doom 3 here - http://www.moddb.com/mods/perfected-doom-3-version-500

bkt

Quote from: VGames on September 25, 2015, 11:53:31 AM
So what wouldnt be compatible graphics wise?
Probably most. 

Remove the dll from your local Sikkmod Dir and see what still works.

VGames

Well I know what all he's done via the SDK because I used his as a base. What I'm asking is what wouldn't be compatible graphics wise with this if oneofthe8devilz already said that MCS dll works fine with sikkmod graphics wise and this new source uses MCS source as a base?
Get the latest on Perfected Doom 3 here - http://www.moddb.com/mods/perfected-doom-3-version-500

VGames

How's this coming along? Will the source be released under the same circumstances as the MCS source?
Get the latest on Perfected Doom 3 here - http://www.moddb.com/mods/perfected-doom-3-version-500

oneofthe8devilz

#40
Actually right now I am just providing MCS trouble-shooting support for the next couple of days and then I will take a long overdue vacation...

The "hybrid engine" project is still very WIP and I will focus back on it and a few other projects I have cooking once I return from said vacation. 
I got six little friends and they all run faster than you ;)


Check out our mods at
moddb or the SPS Homepage

VGames

Oh ok that's cool. I completely understand.
Get the latest on Perfected Doom 3 here - http://www.moddb.com/mods/perfected-doom-3-version-500